Global E-sports Market 2022 by Company, Regions, Type and Application, Forecast to 2028

  • receipt Report ID : 106763
  • calendar_today Published On: Mar, 2022
  • file_copy Pages: 156
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The E-sports market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.

According to our latest study, due to COVID-19 pandemic, the global E-sports market size is estimated to be worth US$ 1365.1 million in 2021 and is forecast to a readjusted size of USD 3741.7 million by 2028 with a CAGR of 15.5% during review period. Professional accounting for % of the E-sports global market in 2021, is projected to value USD million by 2028, growing at a % CAGR in next six years. While Online Competition segment is altered to a % CAGR between 2022 and 2028.

Global key companies of E-sports include YouTube Gaming, Facebook, Twitch, Snapchat, and TikTok, etc. In terms of revenue, the global top four players hold a share over % in 2021.

Market segmentation

E-sports market is split by Type and by Application. For the period 2017-2028, the growth among segments provide accurate calculations and forecasts for revenue by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type, covers

Online Competition

Offline Competition

Market segment by Application, can be divided into

Professional

Amateur

Market segment by players, this report covers

YouTube Gaming

Facebook

Twitch

Snapchat

TikTok

Mixer

ESL Play

Tencent

NetEase

bilibili

Kwai

Huomao

Market segment by regions, regional analysis covers

North America (United States, Canada, and Mexico)

Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)

Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia, and Rest of Asia-Pacific)

South America (Brazil, Argentina, Rest of South America)

Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

The content of the study subjects, includes a total of 12 chapters:

Chapter 1, to describe E-sports product scope, market overview, market opportunities, market driving force and market risks.

Chapter 2, to profile the top players of E-sports, with revenue, gross margin and global market share of E-sports from 2019 to 2022.

Chapter 3, the E-sports competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.

Chapter 4 and 5, to segment the market size by Type and application, with revenue and growth rate by Type, application, from 2017 to 2028.

Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2017 to 2022.and E-sports market forecast, by regions, type and application, with revenue, from 2023 to 2028.

Chapter 11 and 12, to describe E-sports research findings and conclusion, appendix and data source.

Frequently Asked Questions

The base year for the study has been considered 2019, historic year 2014 and 2018, the forecast period considered is from 2020 to 2027. The regions analyzed for the market include North America, Europe, South America, Asia Pacific, and Middle East and Africa. These regions are further analyzed at the country-level. The study also includes attractiveness analysis of type, application and regions which are benchmarked based on their market size, growth rate and attractiveness in terms of present and future opportunity for understanding the future growth of the market.

Market is segmented on the basis:

  • By Type
  • By Application
  • By Region
  • By Country
  • By Manufacturer

The report offers in-depth analysis of driving factors, opportunities, restraints, and challenges for gaining the key insight of the market. The report emphasizes on all the key trends that play a vital role in the enlargement of the market from 2019 to 2026.

The report provides company profile of the key players operating in the market and a comparative analysis based on their business overviews industry offering, segment market share, regional presence, business strategies, innovations, mergers & acquisitions, recent developments, joint venture, collaborations, partnerships, SWOT analysis, and key financial information.

1 Market Overview

1.1 Product Overview and Scope of E-sports

1.2 Classification of E-sports by Type

1.2.1 Overview: Global E-sports Market Size by Type: 2017 Versus 2021 Versus 2028

1.2.2 Global E-sports Revenue Market Share by Type in 2021

1.2.3 Online Competition

1.2.4 Offline Competition

1.3 Global E-sports Market by Application

1.3.1 Overview: Global E-sports Market Size by Application: 2017 Versus 2021 Versus 2028

1.3.2 Professional

1.3.3 Amateur

1.4 Global E-sports Market Size & Forecast

1.5 Global E-sports Market Size and Forecast by Region

1.5.1 Global E-sports Market Size by Region: 2017 VS 2021 VS 2028

1.5.2 Global E-sports Market Size by Region, (2017-2022)

1.5.3 North America E-sports Market Size and Prospect (2017-2028)

1.5.4 Europe E-sports Market Size and Prospect (2017-2028)

1.5.5 Asia-Pacific E-sports Market Size and Prospect (2017-2028)

1.5.6 South America E-sports Market Size and Prospect (2017-2028)

1.5.7 Middle East and Africa E-sports Market Size and Prospect (2017-2028)

1.6 Market Drivers, Restraints and Trends

1.6.1 E-sports Market Drivers

1.6.2 E-sports Market Restraints

1.6.3 E-sports Trends Analysis

2 Company Profiles

2.1 YouTube Gaming

2.1.1 YouTube Gaming Details

2.1.2 YouTube Gaming Major Business

2.1.3 YouTube Gaming E-sports Product and Solutions

2.1.4 YouTube Gaming E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.1.5 YouTube Gaming Recent Developments and Future Plans

2.2 Facebook

2.2.1 Facebook Details

2.2.2 Facebook Major Business

2.2.3 Facebook E-sports Product and Solutions

2.2.4 Facebook E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.2.5 Facebook Recent Developments and Future Plans

2.3 Twitch

2.3.1 Twitch Details

2.3.2 Twitch Major Business

2.3.3 Twitch E-sports Product and Solutions

2.3.4 Twitch E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.3.5 Twitch Recent Developments and Future Plans

2.4 Snapchat

2.4.1 Snapchat Details

2.4.2 Snapchat Major Business

2.4.3 Snapchat E-sports Product and Solutions

2.4.4 Snapchat E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.4.5 Snapchat Recent Developments and Future Plans

2.5 TikTok

2.5.1 TikTok Details

2.5.2 TikTok Major Business

2.5.3 TikTok E-sports Product and Solutions

2.5.4 TikTok E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.5.5 TikTok Recent Developments and Future Plans

2.6 Mixer

2.6.1 Mixer Details

2.6.2 Mixer Major Business

2.6.3 Mixer E-sports Product and Solutions

2.6.4 Mixer E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.6.5 Mixer Recent Developments and Future Plans

2.7 ESL Play

2.7.1 ESL Play Details

2.7.2 ESL Play Major Business

2.7.3 ESL Play E-sports Product and Solutions

2.7.4 ESL Play E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.7.5 ESL Play Recent Developments and Future Plans

2.8 Tencent

2.8.1 Tencent Details

2.8.2 Tencent Major Business

2.8.3 Tencent E-sports Product and Solutions

2.8.4 Tencent E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.8.5 Tencent Recent Developments and Future Plans

2.9 NetEase

2.9.1 NetEase Details

2.9.2 NetEase Major Business

2.9.3 NetEase E-sports Product and Solutions

2.9.4 NetEase E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.9.5 NetEase Recent Developments and Future Plans

2.10 bilibili

2.10.1 bilibili Details

2.10.2 bilibili Major Business

2.10.3 bilibili E-sports Product and Solutions

2.10.4 bilibili E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.10.5 bilibili Recent Developments and Future Plans

2.11 Kwai

2.11.1 Kwai Details

2.11.2 Kwai Major Business

2.11.3 Kwai E-sports Product and Solutions

2.11.4 Kwai E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.11.5 Kwai Recent Developments and Future Plans

2.12 Huomao

2.12.1 Huomao Details

2.12.2 Huomao Major Business

2.12.3 Huomao E-sports Product and Solutions

2.12.4 Huomao E-sports Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)

2.12.5 Huomao Recent Developments and Future Plans

3 Market Competition, by Players

3.1 Global E-sports Revenue and Share by Players (2019, 2020, 2021, and 2022)

3.2 Market Concentration Rate

3.2.1 Top 3 E-sports Players Market Share in 2021

3.2.2 Top 10 E-sports Players Market Share in 2021

3.2.3 Market Competition Trend

3.3 E-sports Players Head Office, Products and Services Provided

3.4 E-sports Mergers & Acquisitions

3.5 E-sports New Entrants and Expansion Plans

4 Market Size Segment by Type

4.1 Global E-sports Revenue and Market Share by Type (2017-2022)

4.2 Global E-sports Market Forecast by Type (2023-2028)

5 Market Size Segment by Application

5.1 Global E-sports Revenue Market Share by Application (2017-2022)

5.2 Global E-sports Market Forecast by Application (2023-2028)

6 North America by Country, by Type, and by Application

6.1 North America E-sports Revenue by Type (2017-2028)

6.2 North America E-sports Revenue by Application (2017-2028)

6.3 North America E-sports Market Size by Country

6.3.1 North America E-sports Revenue by Country (2017-2028)

6.3.2 United States E-sports Market Size and Forecast (2017-2028)

6.3.3 Canada E-sports Market Size and Forecast (2017-2028)

6.3.4 Mexico E-sports Market Size and Forecast (2017-2028)

7 Europe by Country, by Type, and by Application

7.1 Europe E-sports Revenue by Type (2017-2028)

7.2 Europe E-sports Revenue by Application (2017-2028)

7.3 Europe E-sports Market Size by Country

7.3.1 Europe E-sports Revenue by Country (2017-2028)

7.3.2 Germany E-sports Market Size and Forecast (2017-2028)

7.3.3 France E-sports Market Size and Forecast (2017-2028)

7.3.4 United Kingdom E-sports Market Size and Forecast (2017-2028)

7.3.5 Russia E-sports Market Size and Forecast (2017-2028)

7.3.6 Italy E-sports Market Size and Forecast (2017-2028)

8 Asia-Pacific by Region, by Type, and by Application

8.1 Asia-Pacific E-sports Revenue by Type (2017-2028)

8.2 Asia-Pacific E-sports Revenue by Application (2017-2028)

8.3 Asia-Pacific E-sports Market Size by Region

8.3.1 Asia-Pacific E-sports Revenue by Region (2017-2028)

8.3.2 China E-sports Market Size and Forecast (2017-2028)

8.3.3 Japan E-sports Market Size and Forecast (2017-2028)

8.3.4 South Korea E-sports Market Size and Forecast (2017-2028)

8.3.5 India E-sports Market Size and Forecast (2017-2028)

8.3.6 Southeast Asia E-sports Market Size and Forecast (2017-2028)

8.3.7 Australia E-sports Market Size and Forecast (2017-2028)

9 South America by Country, by Type, and by Application

9.1 South America E-sports Revenue by Type (2017-2028)

9.2 South America E-sports Revenue by Application (2017-2028)

9.3 South America E-sports Market Size by Country

9.3.1 South America E-sports Revenue by Country (2017-2028)

9.3.2 Brazil E-sports Market Size and Forecast (2017-2028)

9.3.3 Argentina E-sports Market Size and Forecast (2017-2028)

10 Middle East & Africa by Country, by Type, and by Application

10.1 Middle East & Africa E-sports Revenue by Type (2017-2028)

10.2 Middle East & Africa E-sports Revenue by Application (2017-2028)

10.3 Middle East & Africa E-sports Market Size by Country

10.3.1 Middle East & Africa E-sports Revenue by Country (2017-2028)

10.3.2 Turkey E-sports Market Size and Forecast (2017-2028)

10.3.3 Saudi Arabia E-sports Market Size and Forecast (2017-2028)

10.3.4 UAE E-sports Market Size and Forecast (2017-2028)

11 Research Findings and Conclusion

12 Appendix

12.1 Methodology

12.2 Research Process and Data Source

12.3 Disclaimer

List of Tables

Table 1. Global E-sports Revenue by Type, (USD Million), 2017 VS 2021 VS 2028

Table 2. Global E-sports Revenue by Application, (USD Million), 2017 VS 2021 VS 2028

Table 3. Global Market E-sports Revenue (Million USD) Comparison by Region (2017 VS 2021 VS 2028)

Table 4. Global E-sports Revenue (USD Million) by Region (2017-2022)

Table 5. Global E-sports Revenue Market Share by Region (2023-2028)

Table 6. YouTube Gaming Corporate Information, Head Office, and Major Competitors

Table 7. YouTube Gaming Major Business

Table 8. YouTube Gaming E-sports Product and Solutions

Table 9. YouTube Gaming E-sports Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 10. Facebook Corporate Information, Head Office, and Major Competitors

Table 11. Facebook Major Business

Table 12. Facebook E-sports Product and Solutions

Table 13. Facebook E-sports Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 14. Twitch Corporate Information, Head Office, and Major Competitors

Table 15. Twitch Major Business

Table 16. Twitch E-sports Product and Solutions

Table 17. Twitch E-sports Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 18. Snapchat Corporate Information, Head Office, and Major Competitors

Table 19. Snapchat Major Business

Table 20. Snapchat E-sports Product and Solutions

Table 21. Snapchat E-sports Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 22. TikTok Corporate Information, Head Office, and Major Competitors

Table 23. TikTok Major Business

Table 24. TikTok E-sports Product and Solutions

Table 25. TikTok E-sports Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 26. Mixer Corporate Information, Head Office, and Major Competitors

Table 27. Mixer Major Business

Table 28. Mixer E-sports Product and Solutions

Table 29. Mixer E-sports Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 30. ESL Play Corporate Information, Head Office, and Major Competitors

Table 31. ESL Play Major Business

Table 32. ESL Play E-sports Product and Solutions

Table 33. ESL Play E-sports Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 34. Tencent Corporate Information, Head Office, and Major Competitors

Table 35. Tencent Major Business

Table 36. Tencent E-sports Product and Solutions

Table 37. Tencent E-sports Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 38. NetEase Corporate Information, Head Office, and Major Competitors

Table 39. NetEase Major Business

Table 40. NetEase E-sports Product and Solutions

Table 41. NetEase E-sports Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 42. bilibili Corporate Information, Head Office, and Major Competitors

Table 43. bilibili Major Business

Table 44. bilibili E-sports Product and Solutions

Table 45. bilibili E-sports Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 46. Kwai Corporate Information, Head Office, and Major Competitors

Table 47. Kwai Major Business

Table 48. Kwai E-sports Product and Solutions

Table 49. Kwai E-sports Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 50. Huomao Corporate Information, Head Office, and Major Competitors

Table 51. Huomao Major Business

Table 52. Huomao E-sports Product and Solutions

Table 53. Huomao E-sports Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)

Table 54. Global E-sports Revenue (USD Million) by Players (2019, 2020, 2021, and 2022)

Table 55. Global E-sports Revenue Share by Players (2019, 2020, 2021, and 2022)

Table 56. Breakdown of E-sports by Company Type (Tier 1, Tier 2 and Tier 3)

Table 57. E-sports Players Head Office, Products and Services Provided

Table 58. E-sports Mergers & Acquisitions in the Past Five Years

Table 59. E-sports New Entrants and Expansion Plans

Table 60. Global E-sports Revenue (USD Million) by Type (2017-2022)

Table 61. Global E-sports Revenue Share by Type (2017-2022)

Table 62. Global E-sports Revenue Forecast by Type (2023-2028)

Table 63. Global E-sports Revenue by Application (2017-2022)

Table 64. Global E-sports Revenue Forecast by Application (2023-2028)

Table 65. North America E-sports Revenue by Type (2017-2022) & (USD Million)

Table 66. North America E-sports Revenue by Type (2023-2028) & (USD Million)

Table 67. North America E-sports Revenue by Application (2017-2022) & (USD Million)

Table 68. North America E-sports Revenue by Application (2023-2028) & (USD Million)

Table 69. North America E-sports Revenue by Country (2017-2022) & (USD Million)

Table 70. North America E-sports Revenue by Country (2023-2028) & (USD Million)

Table 71. Europe E-sports Revenue by Type (2017-2022) & (USD Million)

Table 72. Europe E-sports Revenue by Type (2023-2028) & (USD Million)

Table 73. Europe E-sports Revenue by Application (2017-2022) & (USD Million)

Table 74. Europe E-sports Revenue by Application (2023-2028) & (USD Million)

Table 75. Europe E-sports Revenue by Country (2017-2022) & (USD Million)

Table 76. Europe E-sports Revenue by Country (2023-2028) & (USD Million)

Table 77. Asia-Pacific E-sports Revenue by Type (2017-2022) & (USD Million)

Table 78. Asia-Pacific E-sports Revenue by Type (2023-2028) & (USD Million)

Table 79. Asia-Pacific E-sports Revenue by Application (2017-2022) & (USD Million)

Table 80. Asia-Pacific E-sports Revenue by Application (2023-2028) & (USD Million)

Table 81. Asia-Pacific E-sports Revenue by Region (2017-2022) & (USD Million)

Table 82. Asia-Pacific E-sports Revenue by Region (2023-2028) & (USD Million)

Table 83. South America E-sports Revenue by Type (2017-2022) & (USD Million)

Table 84. South America E-sports Revenue by Type (2023-2028) & (USD Million)

Table 85. South America E-sports Revenue by Application (2017-2022) & (USD Million)

Table 86. South America E-sports Revenue by Application (2023-2028) & (USD Million)

Table 87. South America E-sports Revenue by Country (2017-2022) & (USD Million)

Table 88. South America E-sports Revenue by Country (2023-2028) & (USD Million)

Table 89. Middle East & Africa E-sports Revenue by Type (2017-2022) & (USD Million)

Table 90. Middle East & Africa E-sports Revenue by Type (2023-2028) & (USD Million)

Table 91. Middle East & Africa E-sports Revenue by Application (2017-2022) & (USD Million)

Table 92. Middle East & Africa E-sports Revenue by Application (2023-2028) & (USD Million)

Table 93. Middle East & Africa E-sports Revenue by Country (2017-2022) & (USD Million)

Table 94. Middle East & Africa E-sports Revenue by Country (2023-2028) & (USD Million)

List of Figures

Figure 1. E-sports Picture

Figure 2. Global E-sports Revenue Market Share by Type in 2021

Figure 3. Online Competition

Figure 4. Offline Competition

Figure 5. E-sports Revenue Market Share by Application in 2021

Figure 6. Professional Picture

Figure 7. Amateur Picture

Figure 8. Global E-sports Market Size, (USD Million): 2017 VS 2021 VS 2028

Figure 9. Global E-sports Revenue and Forecast (2017-2028) & (USD Million)

Figure 10. Global E-sports Revenue Market Share by Region (2017-2028)

Figure 11. Global E-sports Revenue Market Share by Region in 2021

Figure 12. North America E-sports Revenue (USD Million) and Growth Rate (2017-2028)

Figure 13. Europe E-sports Revenue (USD Million) and Growth Rate (2017-2028)

Figure 14. Asia-Pacific E-sports Revenue (USD Million) and Growth Rate (2017-2028)

Figure 15. South America E-sports Revenue (USD Million) and Growth Rate (2017-2028)

Figure 16. Middle East and Africa E-sports Revenue (USD Million) and Growth Rate (2017-2028)

Figure 17. E-sports Market Drivers

Figure 18. E-sports Market Restraints

Figure 19. E-sports Market Trends

Figure 20. YouTube Gaming Recent Developments and Future Plans

Figure 21. Facebook Recent Developments and Future Plans

Figure 22. Twitch Recent Developments and Future Plans

Figure 23. Snapchat Recent Developments and Future Plans

Figure 24. TikTok Recent Developments and Future Plans

Figure 25. Mixer Recent Developments and Future Plans

Figure 26. ESL Play Recent Developments and Future Plans

Figure 27. Tencent Recent Developments and Future Plans

Figure 28. NetEase Recent Developments and Future Plans

Figure 29. bilibili Recent Developments and Future Plans

Figure 30. Kwai Recent Developments and Future Plans

Figure 31. Huomao Recent Developments and Future Plans

Figure 32. Global E-sports Revenue Share by Players in 2021

Figure 33. E-sports Market Share by Company Type (Tier 1, Tier 2 and Tier 3) in 2021

Figure 34. Global Top 3 Players E-sports Revenue Market Share in 2021

Figure 35. Global Top 10 Players E-sports Revenue Market Share in 2021

Figure 36. Key Players Market Share Trend (Top 3 Market Share: 2020 VS 2021 VS 2022)

Figure 37. Global E-sports Revenue Share by Type in 2021

Figure 38. Global E-sports Market Share Forecast by Type (2023-2028)

Figure 39. Global E-sports Revenue Share by Application in 2021

Figure 40. Global E-sports Market Share Forecast by Application (2023-2028)

Figure 41. North America E-sports Sales Market Share by Type (2017-2028)

Figure 42. North America E-sports Sales Market Share by Application (2017-2028)

Figure 43. North America E-sports Revenue Market Share by Country (2017-2028)

Figure 44. United States E-sports Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 45. Canada E-sports Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 46. Mexico E-sports Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 47. Europe E-sports Sales Market Share by Type (2017-2028)

Figure 48. Europe E-sports Sales Market Share by Application (2017-2028)

Figure 49. Europe E-sports Revenue Market Share by Country (2017-2028)

Figure 50. Germany E-sports Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 51. France E-sports Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 52. United Kingdom E-sports Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 53. Russia E-sports Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 54. Italy E-sports Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 55. Asia-Pacific E-sports Sales Market Share by Type (2017-2028)

Figure 56. Asia-Pacific E-sports Sales Market Share by Application (2017-2028)

Figure 57. Asia-Pacific E-sports Revenue Market Share by Region (2017-2028)

Figure 58. China E-sports Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 59. Japan E-sports Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 60. South Korea E-sports Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 61. India E-sports Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 62. Southeast Asia E-sports Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 63. Australia E-sports Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 64. South America E-sports Sales Market Share by Type (2017-2028)

Figure 65. South America E-sports Sales Market Share by Application (2017-2028)

Figure 66. South America E-sports Revenue Market Share by Country (2017-2028)

Figure 67. Brazil E-sports Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 68. Argentina E-sports Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 69. Middle East and Africa E-sports Sales Market Share by Type (2017-2028)

Figure 70. Middle East and Africa E-sports Sales Market Share by Application (2017-2028)

Figure 71. Middle East and Africa E-sports Revenue Market Share by Country (2017-2028)

Figure 72. Turkey E-sports Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 73. Saudi Arabia E-sports Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 74. UAE E-sports Revenue and Growth Rate (2017-2028) & (USD Million)

Figure 75. Methodology

Figure 76. Research Process and Data Source